Death     In Lur-Asko, a dead body is not always a hopeless sight. Old age and untreated disease are just as deadly as anywhere, but characters killed by injury can be revived by some Arcana and Nature Abilities, provided they are treated within 15 minutes after physical death. According to Alacrian research, one’s actual brain death usually occurs later than one’s apparent physical death. After this point, the person can no longer be revived by any known method. In the common parlance, permanent death is often referred to as passing.
    Of course, a player is probably not going to want to quit the game simply because their character finally died. If no way to revive the character is possible, there are two options:

Rewriting History     If revival is impossible, you may ask the GM to rewrite history. The GM will retroactively reduce the severity of the damage, explain that the character really just went elsewhere for a moment, or whatever other explanation is convenient. To disincentivize excessive retconning and risky behavior, your character will still be slightly penalized. Upon a rewrite, you receive XP and DP stagnation equal to 1/20 of your current XP and DP Net Worth (see XP & DP). Your lasting trauma is also increased by 2. This can be explained as your character's development being slowed by the stress of near-lethal events.
    Rewriting history is intended to protect a beloved character from “incidental” death - for example, a random death on a hectic battlefield. It is not intended to prevent a “well-earned” or premeditated death that would be difficult to write out of the storyline, or that was knowingly accepted by the character. It is always up to the GM whether or not to allow history to be rewritten for a character. Typically, rewrites will not bring a character back into the middle of a battle or other imminent danger (to prevent a player from being forced to rewrite multiple times in the same challenge).
    If necessary and desired by the players, the GM may apply these rules for NPCs in the PCs' party.

Replacement Character     Alternatively (and more traditionally for RPGs), you may simply create a new character to replace your old one. The same procedure is also used if you wish to switch characters for any non-death reason, such as your old character retiring from adventuring early or otherwise leaving the party. You repeat the normal character setup, with the following additional steps:
    -Your XP and DP Net Worth are carried over from the old character. XP may be allocated between Studies as desired; no restrictions are imposed by your old character's Study XP. You likewise choose philosophy, Traits, and Attributes as called for by your DP Net Worth, unaffected by those of your old character.
    -Consult the GM to determine the starting gear and/or coin for your new character. In most cases, you may use the total coin value of your previous character's inventory to obtain your equipment, while other cases may involve adjustments depending on the party's unique circumstances.
    -If your old character had points of XP or DP stagnation, consult the GM to see if your new character needs to have this as well. Typically, the amount will be the same, unless the circumstances of your old character's stagnation were highly unusual.
    -Your new character will typically have 15 LP. This might be increased if your old character had a lot of LP Elements that continued to be relevant across multiple campaignsz (especially Study Backgrounds).
    -Your new character's backstory should be appropriate to their level of experience and depth, though it is unnecessary to cover the details of every single previous quest they've been on. As always, only those parts of the backstory which have a matching LP Element will have any mechanical effect on the new character.